/*
 * Copyright (c) 2009 DeledImporter
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 * * Redistributions of source code must retain the above copyright
 *   notice, this list of conditions and the following disclaimer.
 *
 * * Redistributions in binary form must reproduce the above copyright
 *   notice, this list of conditions and the following disclaimer in the
 *   documentation and/or other materials provided with the distribution.
 *
 * * Neither the name of 'Pyro Games' nor the names of its contributors 
 *   may be used to endorse or promote products derived from this software 
 *   without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

package net.pyrogames.deled.light;

import net.pyrogames.deled.math.DXSVector3f;

/**
 * A light that has a location in 3D space and emits light
 * within a cone. This cone is defined by a direction and an angle.
 * 
 * @author Nicholas Woodfield
 *
 */
public class DXSSpotLight extends DXSPointLight{

	/** Inner angle of the cone */
	private float innerAngle;
	/** Outer angle of the cone */
	private float outerAngle;
	/** Exponent (falloff of the cone's beam) */
	private float exponent;
	/** Direction the spotlight is facing */
	private DXSVector3f direction;
	
	/**
	 * Default constructor.
	 * 
	 * @param name
	 * 		Name of the light
	 * @param position
	 * 		Location of the light
	 * @param dir
	 * 		Direction the light is facing
	 * @param innerAngle
	 * 		Inner angle of the cone
	 * @param outerAngle
	 * 		Outer angle of the cone
	 * @param falloff
	 * 		Falloff of the light of the cone
	 */
	public DXSSpotLight(String name, DXSVector3f position, DXSVector3f dir, float innerAngle, float outerAngle, float falloff){
		super(name, position);
		this.innerAngle = innerAngle;
		this.outerAngle = outerAngle;
		exponent = falloff;
		direction = new DXSVector3f(dir);
		direction.normalizeLocal();
	}
	
	/**
	 * Set the inner angle of the cone.
	 * 
	 * @param angle
	 * 		float value
	 */
	public void setInnerAngle(float angle){
		innerAngle = angle;
	}
	
	/**
	 * Get the inner angle of the cone.
	 * 
	 * @return
	 * 		float value
	 */
	public float getInnerAngle(){
		return innerAngle;
	}
	
	/**
	 * Set the outer angle of the cone.
	 * 
	 * @param angle
	 * 		float value
	 */
	public void setOuterAngle(float angle){
		outerAngle = angle;
	}
	
	/**
	 *	Get the outer angle of the cone.
	 *
	 * @return
	 * 		float value
	 */
	public float getOuterAngle(){
		return outerAngle;
	}
	
	/**
	 * Set the exponent of the cone. This is how
	 * focused the beam of light is in the cone.
	 * 
	 * @param falloff
	 * 		float value
	 */
	public void setExponent(float falloff){
		exponent = falloff;
	}
	
	/**
	 * Get the exponent of the cone.
	 * 
	 * @return
	 * 		float value
	 */
	public float getExponent(){
		return exponent;
	}
	
	/**
	 * Set the direction that this light faces towards.
	 * 
	 * @param v
	 * 		<code>DXSVector3f</code>
	 */
	public void setDirection(DXSVector3f v){
		direction.set(v);
	}
	
	/**
	 * Get the direction this light faces.
	 * 
	 * @return
	 * 	<code>DXSVector3f</code>
	 */
	public DXSVector3f getDirection(){
		return direction;
	}
	
	@Override
	public Type getType() {
		return DXSLight.Type.Spot;
	}
}
